I don't think your confusion spell is different enough from the base confusion to make it worth a -1 spell level. There's a lot of "what if's to whether multiple saves will end up triggering. If the first save is failed, there's a ~50% chance they'll get an action that doesn't allow them to leave the AOE, making the spell essentially equivalent to a regular Confusion effect a fair amount of the time. It'd only hit a max of three targets at our current level, but that's generally about how many enemies you can expect to hit with a 15' burst anyway. If you're facing more enemies than that, then you generally don't have to waste your highest level spell slot on them since they'll be substantially weaker than you in the first place.

As for the second..I have no opinion. Its incredibly circumstantial and seems more likely to be something the 8th knot can use against us if they get it from Cimu (They have a thief and a caster..not impossible to think DM would have them sneak a peak if there is even a glimmer of thought that Cimu may be making her own spells).

Also keep in mind the only rules about researching spells in PF (that I know of) are...not kind to the idea.

Independent Research: A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks.

dmdm I have left my new backstory unwritten, let me know if you have any ideas of how you want to bring him in and if there is anything you would like me to tie in. Really it can be anything at all, but ties to the campaign are always fun.

I am, as this is the only game I'm playing in that updated fairly frequently. At least I've got the games I'm running to keep my occupied! In one, the bard managed to murder six goblins with a single spell..I love 13th Age.

In fact Dren here is the only one with a chance to stop a goblin from finishing pulling a lever. They went into the poo room and the goblins were all crouched down in the poo and covered with it our heroes entered from the tunnel to the surface and they fired crossbows in surprise, while one started to pull a lever, he got it halfway and the room started to rumble.

Dren's character is the only one that noticed the movement in the poo and gets to act, of course there are two goblins between him and the lever puller.

I see that they're selling DK and DK 2 for $6 each at the moment. Don't know anything about DK 2. DK, totally worth the money; just not sure if I can afford the time right now. (Actually, totally sure I cannot. Alas.)

DK never evolved into a long-term successful franchise, which is a darn shame. Apparently DK 3 (which got cancelled back in 2000 or so) was revived as a kickstarter -- War for the Overworld -- which is currently in beta and *might* be released before the end of this year.

That game devoured several hundred hours of my life back in the 1990s. I can still remember my winning strategies. (Play the Alkari and develop neutron pellet technology. Crank out a bajillion little ships that will be unhittable until the enemy develops AoE weapons. Play the Psilons and win the tech race. Play the humans, make friends with the strongest other species and use them as your stalking horse.)

I had never even heard of gog.com! Is this where you go to find all those old games you played in college/grad school, back when you had so g&!&!+n much time?

They have Ultima 1, 2 & 3. Man, I remember spending hours on one of those. You moved around on this land composed of little squares and monsters showed up every so often. When you killed a monster, it left a little treasure chest. I discovered that monsters could not enter the squares with the chests, so eventually I started to just leave the chests where they were. In the end, I had the entire world covered with treasure chests and no monsters.

Couple of quick questions though, Did Cy get the breakout for the spellbook? After about a day she would know the contents and should be sharing with Jax and the group.
Dren might be interested in a few arcane spells as well to have scrolls made.

I assume that a thorough search of the magisters chamber brought up no notes on the Ice Golem...like how to repair it and then create a new control bracelet??? :].

Jax or Cy, have you got the spells from Doug yet? Just wanted to get an inventory of scrolls I might want to get crafted for me on the travels to the next mission...beyond what you are crafting for yourselves of course.

Discussion thread for the new campaign can be found over here. For the next week or so we'll have both; discuss stuff relating to the wrapup of Part I over here, questions going forward over there. Once the new one is properly up and running I'll put this to sleep.

-- oooh, just made your save. Some nasty person put a Sepia Snake Sigil on the spellbook! How tacky. Fortunately, you are *just* quick enough to get out of the way when the magical snake appears and strikes at you. You hurl the book away, cursing. The snake begins to slither towards you, but the magic is fleeting; in a few moments it dissipates with a shimmer of golden energy into a few motes of dust and a crumbling bit of snakeskin.

Bound in the crimson, scaled leather of some indeterminate reptilian beast, this large locked tome bears its title proudly in Common across the front cover. Inside is found not just spells but a lovingly written treatise on the beauty and purity of flame and how ice, when it grows cold enough, also burns.

Okay, everyone -- this thread is officially closed. The new campaign (Way of the Wicked II: The Dark Tower) can be found here: http://paizo.com/campaigns/DMDMsWayOfTheWickedPartIITheDarkTower/gameplay&a mp;page=last.